$scale: Difference between revisions

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m ($sequence individual scaling documentation)
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:{{confirm|Does this affect the mesh too if there is only 1 sequence?}}
:{{confirm|Does this affect the mesh too if there is only 1 sequence?}}
:{{confirm|Do negative values work properly?}}
:{{confirm|Do negative values work properly?}}
{{note|<code>[[$definebone]]</code> will cause the defined bone, and the vertices assigned to it, to be scaled from their local position instead of the model file's origin.}}
{{note|<code>[[$definebone]]</code> will cause the defined bone, and the vertices assigned to it, to be scaled from their defined local position instead of the model file's origin.}}
{{warning|<code>$scale</code> prevents [[flex animation]] from working when using the VTA format. This limitation can be bypassed by using the DMX format.}}
{{warning|<code>$scale</code> prevents [[flex animation]] from working when using the VTA format. This limitation can be bypassed by using the DMX format.}}



Revision as of 11:38, 5 May 2018

The $scale QC command multiplies the size of all subsequent model files. It does not affect values defined in the QC itself (e.g. $attachment locations).

Note.pngNote:$scale only affects model files that come after it in the QC. Specify it before any file references!
Note.pngNote:$scale also accepts negative values. This can be used to flip/mirror animations or models if the compiled model is then decompiled. Note that the model's normals will be inverted and will be rotated 180 degrees backwards, this can be easily fixed in a Source engine compatible model editor.
Note.pngNote:Sequences or animations can be scaled individually by specifying the "scale" option, see below for an example.
Confirm:Does this affect the mesh too if there is only 1 sequence?
Confirm:Do negative values work properly?
Note.pngNote:$definebone will cause the defined bone, and the vertices assigned to it, to be scaled from their defined local position instead of the model file's origin.
Warning.pngWarning:$scale prevents flex animation from working when using the VTA format. This limitation can be bypassed by using the DMX format.

Example

$scale

$modelname		"weapons/shell.mdl"
$cdmaterials	"models/weapons/"

$scale		3		// before any model files such as SMD or DMX
$body		shell	"shell_ref.smd"
$sequence	idle	"shell_idle.smd"

$sequence scale

$sequence spin fan_spin.smd {
	scale 3
}